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Escape from Auschwitz (fan expansion for T.I.M.E Stories)

Expansion for T.I.M.E Stories

Escape from Auschwitz (fan expansion for T.I.M.E Stories) Rulebook

Table of Contents

Table of Contents

  • Base
  • Reference
  • Location tokens
  • Food management
  • Preparation
  • Plan cards
  • Mission cards
  • Item cards
  • Plan card and map
  • Base cards
  • Characters
  • Appellplatz
  • Camp gate
  • Block 18
  • Kitchen
  • Block 25
  • Auschwitz II construction
  • Death wall
  • Mailbox
  • Hauptwirtschaftslager warehouse
  • Garage
  • Exit
  • Gaps

Base

Now take turns revealing and reading aloud the remaining cards of the base.

We have reports of a temporal anomaly in the camp: the report was brought to the attention of the camp's leadership who exposed and eliminated the camp's resistance movement. Because of a lack of an external record, SS managed to cover up the whole existence of the camp when they wound it up in 1945.

We suspect the Syaans had their agent in the camp and convinced Pilecki to give the report to them to mess with our history.

Your mission will take place in June 1942, in the Auschwitz concentration camp run by Nazis. It's located in occupied Poland and was a place of a mass genocide of people from occupied Europe, mostly Jews.

Your job is related to a report written by one of the camp inmates (Witold Pilecki). As we know from history, it was smuggled out by escapees and informed the Allies of the camp's atrocities.

You will take the role of a group of Polish inmates. We are sending you to the time of the last record of the report. Your goal will be to get the report and escape from the camp.

"While you wait for the transfer, just a piece of information that may prove useful." starts Laura.

"As you know, bzzz, difficult bzzz, SS-man, who bzzz. Bzz false name, krr... World War II, even if bzzz. Bzz your German, bzzz. Good luck!"

Reference

  • Characteristics: Dexterity, Charisma, Combat.
  • First-aid kit: Spend to heal to full health (not an action).
  • Food: Every receptacle spends 1 food when the Time Token reaches 10 (see Food management).

Location tokens

If a location has a token next to its name, you can enter it only if you have the token.

Examples: Kitchen (needs the Kitchen token to enter); Camp gate (can always enter).

Food management

Your receptacles need to eat. When the Time Token reaches 10, each character needs to spend 1 food.

If it doesn't have one, it dies; Bob will not respawn it in this run.

Put a food icon on 10 of the time track to remind you about this rule.

Preparation

  1. Set up item cards on their space.
  2. Put mission successful/failed cards on their place.
  3. Choose your receptacle.
  4. Lay down the Plan cards.
  5. Place the group token on Appellplatz, where you'll arrive.
  6. Set the time token to 40.
  7. Take token(s). (The source text here is partly illegible.)
  8. In a 3-player game, use 50 on the time track, and don't choose Józef Lempart.

"You will take the role of a group of Polish inmates." (Mission text as printed in the Preparation section above.)

"While you wait for the transfer, just a piece of information that may prove useful." starts Laura. The Laura briefing continues in the Base section above.

Plan cards

  • Plan 1: compass-rose card (N, S, E, W and the intermediate points). Picture only. Other Plan cards are referred to in the Preparation step but were not located in the pages read.

Mission cards

Mission cards carry a title only in the pages read.

  • Mission failed
  • Mission failed 2
  • Mission failed 3
  • Mission successful

Where the text names a mission card, read that card: the Garage and Camp gate texts send you to Mission failed 2; the item 272 text (after the guards at Exit) says to read mission successful if you have the Report, otherwise Mission failed 3 (text read by OCR; see Gaps).

Item cards

Each numbered item has a face card with "Item N" printed on it, and a brick-wall card with the same number that is taken from the item deck. Only items whose faces were read are transcribed; the rest are listed under Gaps.

  • Item 467: Mailbox lock. Picture of a circular lock with notches. Printed "item 467".
  • Item 468, 469, 470. Brick-wall cards bearing the numbers. The source does not print which dial each one belongs to; the three dial faces are titled "Cylinder 1", "Cylinder 2" and "Cylinder 3" and are used by the mailbox wheels.
  • Item 481: Car. Photo of a car. "To get in, return [grey square icon] and take [black four-square icon]."
  • Items 711, 718, 998: "Nothing to see here, move along!" (picture of cracked earth). Item 548's face was not read.
  • Item 560: Crowbar. "Gives +1 [blue star icon] in [combat icon] tests."
  • Item 634: Song. Picture of a sheet of music. "Take [blue square icon]."
  • Item 723: Report. Picture of a stack of typed pages. Picture only.
  • Item 781: Hairpin. "A hairpin you found by the body of a prisoner who died."
  • Item 791: Anonymous denunciations. "Found inside the mailbox. Mother of Wladyslaw Bartoszewski (Häftl. Nr. 44127) eats furniture. Get [pink square icon]."
  • Item 951: Cart. Photo of a cart. "Take [black square icon] and 1 [food]."
  • Item 798. Brick-wall card. The face (a piece of a map) is described under the Exit section.

Items named in location text but whose faces were not read: 14, 17, 25, 28, 159, 164, 181, 189, 272, 294, 299, 343.

Plan card and map

Map cards show the camp at location scale with labelled locations: HWL warehouse, Auschwitz II construction, Camp gate, Garage, Mailbox, Appellplatz and Block 25. They carry no rules text.

Base cards

Base cards are read aloud in turn (see Base above). The base cards for Base B to F are picture cards whose art carries no rules text.

Characters

Character cards are text cards with a portrait. The following bio text was read from the pages; the stats printed on the cards were not legible enough to transcribe.

  • Józef Lempart (monk). A monk from Wadowice. Unsurprisingly, he is against violence. Not to be chosen in a 3-player game (see Preparation).
  • Kazimierz Piechowski (scout). A scout caught by Germans when trying to escape to France to join Polish Armed Forces in the West being formed there. In the officer school he learned to speak German well.
  • Stanisław Gustaw Jaster (scout). A scout, interested in sailing and painting. His family is known for its military traditions. Arrested on a street roundup.
  • Eugeniusz Bendera. A Ukrainian chauffeur and mechanic, is often fixing cars of SS-men in the camp.

Appellplatz

Appellplatz location cards are lettered A to H (the card-face lettering reads "A-B-C-D-E-F-G-H"). Scene pictures are labelled "Appellplatz - B" to "Appellplatz - F". Text cards below carry no letter in the scan; each is transcribed verbatim and marked as an unlettered text card. Their letter must be confirmed against the physical card (see Gaps).

  • Unlettered text card (0): "Together with the other inmates, you are standing for roll-call. On the left, an inmate is barely standing. In the middle, you see a prisoner lying down on the square after being beaten by an SS-man. Next, kapos are forming working kommandos: one of them looks for people to build new barracks in Auschwitz II. Another one has a small crowd gathered around. He offers work in the camp orchestra, which is considered to be easy. Further, in the direction of the camp gate, you see a prisoner electrocuted by the camp fence."
  • Unlettered text card (1): "The prisoner which you saw previously being beaten, tries to stand up from the ground, but fails. You can try to help him up: pass [Dexterity icon] [shield] [shield] to reveal H immediately."
  • Unlettered text card (2): "'Stand still... Stand still' repeatedly mutters one of the prisoners during roll-call."
  • Unlettered text card (3): "'I was a violinist before being sent here!' 'We sold our uncle to keep the piano so that I could practice!' You hear a crowd of people arguing for the possibility to join the camp orchestra. If you decide to join the commotion: [Charisma icon] [shield] [shield] [shield] [red skull-shield] to take item 14."
  • Unlettered text card (4): "'Good morning, you piece of trash! I am looking for a building companion today. Can you do carpentry? Wanna join me in building the barracks?' If you want to join, reveal G immediately. By the way, do you know the prisoner number 8502, the mechanic? Kreuzmann wanted him. If Eugeniusz is here, take item 159."
  • Unlettered text card (5): "Right before the roll-call, a prisoner went for the wires for a quick death. You didn't know him."
  • Appellplatz - F and G, H (pictures): F shows prisoners at the fence line below a building; G and H show a red no-entry sign.

Camp gate

  • Camp gate (card face lettered A-B-C-D-E-F-G): "You approach the camp gate with the sign 'Arbeit macht frei'. In the gatehouse, a bored SS-man sits in front of the book register. Leaving ([inner-camp token] to [outer-camp token]) and entering ([outer-camp token] to [inner-camp token]) the inner camp under the watchful eye of a guard is no easy feat. There may not be enough available location cards for your group. If you aren't able to place each of the agents in your group on some (potentially the same) location card, you are not allowed to enter this location."
  • Camp gate - B, C, D, E (pictures with entry requirement icons): a guardhouse and tower with a "HALT" sign.
    • Camp gate - D: "at most 3 agents"; requirement icons are a trumpet icon, a cymbals icon, a blue token and a grey token, joined by "+".
    • Camp gate - E: "Eugeniusz only"; requirement icons are a yellow token and a grey token, joined by "+".
  • Camp gate - F, G (pictures): entry requirement icons only (a grey square token; a green token).
  • Unlettered text card (6): "So, you didn't find anything better for today? I knew you'll come to me, you scum!" "Join us at the construction, tell them at the gate that you came with Walter. Don't be late, we are starting in 10 minutes!" Take Item 548 and [grey token icon].
  • Unlettered text card (7): "Thank you for helping me, my name is Piotr. Untersturmführer Becker is in a really bad mood today, I'm lucky I am still alive." Get [pink token icon].
  • Unlettered text card (8): "As you approach, the guard looks at you. When you are close, he recognizes you as the four prisoners who left the camp just a couple of minutes ago. He raises an alarm. You are quickly overpowered and executed the next day for stealing the SS-men uniforms. Read mission failed 2."

Block 18

Block 18 location cards are lettered A to F on the face ("A-B-C-D-E-F").

  • Block 18 - B (picture): an old prisoner with a cane in a dim corridor lined with bunk frames.
  • Block 18 - C (picture): a prisoner reaching for a window on a staircase.
  • Block 18 - D (card face): "Stanisław only", with a black-square token icon.
  • Block 18 - E and Block 18 - F (card faces): red no-entry sign.
  • Block 18 entry (unlettered text card): "You enter one of the blocks in the middle of the camp. It is nearly empty, as most of the inmates have already gone for work. You only see two Stubendienst: inmates designated to keep order and cleanliness in a room. At the bottom of the stairs, one of them is cleaning the floor, barely standing on his feet. Up the stairs, another one is cleaning windows."
  • Unlettered text card (10): "'Do not interrupt me, I need to clean this up before the kapo comes!' the Stubendienst shouts at you after which it gets back to cleaning."
  • Unlettered text card (11): "To follow Ferdynand's order, remove 1 [food icon] and reveal E."
  • Unlettered text card (12): "'How long will this misery go on for?' says the inmate while cleaning windows. 'We arrived here during summer of 40' and we thought the war would be over in a year.' 'Now, we're 2 years in and Hitler seems to be winning, not losing.' If you have [pink token], reveal F."
  • Unlettered text card (13): "'Thank you for helping my brother at the Appellplatz today' the inmate tells you. 'I have something to give you in gratitude. It has helped me a lot here, but I'm afraid my time is short and I'd like for it to get in good hands.' She winks and gives you a crowbar. Take item 560."

Kitchen

Kitchen location cards are lettered A to E on the face ("A-B-C-D-E").

  • Kitchen - B (picture): a standing SS officer with his arms crossed, in a dim room with a door and window.
  • Kitchen - C (picture): a prisoner standing by a wooden cabinet, with a green kitchen-type token icon.
  • Kitchen - D (picture): two prisoners cleaning with brooms by a window onto the fence; the green token icon is printed.
  • Kitchen - E (picture): entry requirement icons: a green token and a black token, joined by "+".
  • Unlettered text card (15): "In the kitchen the prisoners are cleaning up. Near the door, a German officer: Becker is looking who's coming in. To the left, there is a kapo guarding a small cabinet, presumably with the food. All over the big hall, you see prisoners cleaning in a rush. At the end of the hall, near the camp fence, you see an exit from the building."
  • Unlettered text card (16): "'Was machst du hier? Shouldn't you be working? Which kommando are you from?' Becker asks you. Either convince him to let you in by: [Charisma] [shield] [shield] [shield] [red skull] [red skull] or return [inner-camp token] to blackmail him. In either case, get [green token]."
  • Unlettered text card (17): "'Are you looking for some unobtrusive work for today? We need to get the trash taken away. If you take this cart and help us fill it, you may find some food around.' [Dexterity] [shield] [shield] [shield] to take Item 951."
  • Unlettered text card (18): "The kapo is guarding the food. You can pass [Dexterity] [shield] [red skull] [red skull] to sneak behind him to get 2 [food]."

Block 25

Block 25 location cards are lettered A to F on the face ("A-B-C-D-E-F"). Picture B shows a prisoner in a striped cap standing by a wooden door; picture C shows a row of bunks in a dim room.

  • Block 25 - D (card face): "Stanisław only", with a pink token icon.
  • Block 25 - E (card face): "Stanisław only", with a pink token icon and a grey four-square icon, joined by "+".
  • Block 25 - F (card face): red no-entry sign.
  • Unlettered text card (19): "As you enter Block 25, you pass by an inmate just leaving the block. He stops a moment after he passes you, as if he wants you to chat with him. The block itself is basically empty, except for one prisoner who probably was meant to be cleaning the block. He peeks at you from behind the beds, and seems to be surprised to see someone entering the block."
  • Unlettered picture card (20): a view out of a building doorway towards the camp fence, captioned "There was a cart here."
  • Unlettered text card (21): "As you enter the block, you see the prisoner inside to be hiding something behind the beds. 'What's that?' you ask. 'Not your business' he answers grumpily. You can try to push him to tell you, but there's a risk it'll get physical. Pass: [Charisma] [shield] [shield] [red skull] [red skull]. Then, reveal F immediately."
  • Unlettered text card (22): "'Hi, my name is Tomasz' the prisoner holding carpenter's tools tells you as he leaves." "'Better not snoop around here, there were some SS-men searching for someone yesterday in this block.'"

Auschwitz II construction

Construction location cards are lettered A to H on the face ("A-B-C-D-E-F-G-H").

  • Auschwitz II construction - B (picture): one prisoner raises a wooden plank over another who is crouching with his hands on his head, beside a half-built brick wall.
  • Auschwitz II construction - C (picture): "Stanisław only". Two prisoners laying bricks along a wall.
  • Auschwitz II construction - D (picture): a grassy area with a tree and a hatch in the ground.
  • Auschwitz II construction - E (picture): a key icon in the brick wall.
  • Auschwitz II construction - F (card face): a crowbar icon.
  • Auschwitz II construction - G and H (card faces): red no-entry sign.
  • Unlettered text card (23): "An inmate who's having a break at work looks at the name on your uniform and says: 'I used to know one Jaster... Stanisław Jaster. Any relation?' If you want to admit your background, reveal G, otherwise reveal H. You can only choose once per run."
  • Unlettered text card (24): "'You are late, motherfuckers! Get to work immediately! Or should I help you with a piece of metal?'" Test icons printed: [Dexterity], [red skull], [shield], [shield], [shield].
  • Unlettered text card (25): "The key you got works, and the hatch opens easily. Take item 299."
  • Unlettered text card (26): "Hidden in the grass, you see a hatch in the ground. You cannot open it: it is locked. Where might it lead to?"
  • Unlettered text card (27): "You arrive at the construction site. Some of the barracks are already finished, but many more are being built. On the left, you see Walter hustling prisoners to work with a metal rod. Next, there are other prisoners chatting among themselves. Further, close to the SS office building, you see a small elevation amid the high grass."

Death wall

Death wall location cards are lettered A to F on the face ("A-B-C-D-E-F").

  • Death wall - B (picture): bodies lying on the ground in the yard beside a brick wall.
  • Death wall - C (picture): a prisoner pushing a wheelbarrow across the yard.
  • Death wall - D (picture): "Eugeniusz only". A prisoner with his hands raised, and an SS officer standing beside him.
  • Death wall - E and F (card faces): red no-entry sign.
  • Unlettered text card (32): "You see prisoners using wheelbarrows to remove the bodies of recently killed inmates. On the left, there are bodies being taken. In the middle, there is a prisoner at work with a wheelbarrow. On the right, camp officer Kreuzmann yells at the Kapo of the 'cleaning' kommando."
  • Unlettered text card (33), "Bodies": "You can take valuables if no one sees." Test: [Dexterity] [shield] [shield] [shield] [shield]. "You need to pass the test quickly: if you don't succeed in one round, the kapo will catch you and hit all agents involved in the test for 1 [Health icon] (and the test will reset). After you pass the test, reveal E."
  • Unlettered text card (34): "You probably wonder why Kreuzmann is yelling at our kapo?" an inmate says. "Did you know that these poor fellows died here two days ago? It wasn't until today that kapo Krafft arranged the cleaning." "I may have some more spicy info about our Untersturmführer Becker if you're interested in that. However, my tongue gets stiff from hunger, are you able to help me?" You can give him 1 [food icon] to reveal F.
  • Unlettered text card (35): "When no one looks, you search the body of a girl. She had some food, but not much more than that. Take 1 [food icon] and item 781."
  • Unlettered text card (36): "You approach Kreuzmann, who is yelling at the Kapo. He turns to you, angry that someone is interrupting him. He realizes quickly that you are the mechanic, and he calms down a bit." "Do you remember the car that I asked you to fix last week? It has broken again, you vermin! Can't you do anything right? I am giving you one last chance to fix it." "He gives you the keys and returns to yelling at the Kapo. You don't understand what he's saying." Take [yellow four-square icon] and item 294.

Mailbox

Mailbox location cards are lettered A to D on the face ("A-B-C-D").

  • Mailbox - B (picture): a brick building wall with a window and a gold-coloured sign.
  • Mailbox - C (picture): a tree beside a fence and a gate.
  • Mailbox - D (card face): a hairpin icon in a box.
  • Unlettered text card (40): "Next to block 15, there is a mailbox."
  • Unlettered text card (41): "The inmate tells you that he was fixing a stove in Becker's house and learned that he has a problem with his wife as she discovered he has a Jewish mistress." Take [square-with-two-halves icon].
  • Unlettered text card (42): "You find cymbals lying around in the grass. Take item 164."
  • Unlettered text card (43): "Mailbox itself, it's closed. If only you had something to open it." (Picture of a yellow postal mailbox.)

Hauptwirtschaftslager warehouse

Warehouse location cards are lettered A to H on the face ("A-B-C-D-E-F-G-H").

  • Warehouse - B (picture): a newspaper on a wall beside a wooden desk.
  • Warehouse - C (picture): an armored (rusty) metal door.
  • Warehouse - D (picture): a wall with a wooden desk below.
  • Warehouse - E (picture): a wooden wardrobe with a paper pinned to it.
  • Warehouse - F, G, H (card faces): red no-entry sign.
  • Unlettered text card (44), entry: "After passing through a tight tunnel, you realize you are in a corridor of Hauptwirtschaftslager warehouse, where SS-men store their belongings. In front (C), you see an armored door. There is a room on each side of the corridor: in the left one (B) you see an SS-man sitting by his desk, reading some papers. The right one is empty, except for a desk (D) and a wardrobe (E)."
  • Unlettered text card (45), mailbox lock: "The lock of the mailbox is shaped as a long cylinder with a couple of pins. Take item 467. Inside, there are three wheels: take items 468, 469, 470."
  • Unlettered text card (46), mailbox wheels: "With the help of the hairpin, you can turn all the wheels into appropriate positions to open the mailbox. You need to pass a [Dexterity] [shield] [shield] [shield] test at every attempt to do so." "After a success, take the item with the number corresponding to the correct wheels' position. Do not browse the available items; if the item you took doesn't have the 'Found inside the mailbox' mark on it, return it."
  • Safe (card with a combination dial): "Choose the item with the number corresponding to the lock position. Do not browse the items; if the item doesn't exist or doesn't have the 'Found inside safe' mark, spend 5 [time icon] and try again (and return the item)."

Garage

Garage location cards are lettered A to H on the face ("A-B-C-D-E-F-G-H").

  • Garage - B, C (pictures): cars under a corrugated shelter.
  • Garage - D, E, F (pictures): cars under a corrugated shelter; E shows a car's rear window.
  • Garage - G (picture): a metal shelving unit.
  • Garage - H (picture): a wooden desk.
  • Unlettered text card (50), garage entry: "You enter the garage of the SS-men. You see a number of expensive cars, among them Kreuzmann's Steyr 220. You open its mask and look at its internals. Further in the garage, there is a number of drawers and desks."
  • Garage numbered-connection card: "When visiting B-F, you can reveal visited cards to other agents by putting them on the board face up in their place. Don't revert them when the agent leaves the location card." and "Only when an agent moves between two location cards, it can swap the source and the destination cards." (The card has the numbers 1, 4, 7, 8 and 9 printed as connections.)
  • Unlettered text card (51), German: A German-language line from the SS-man, translated: "I'm sick of filling out all these documents that Kreutzmann gives us. I've been working on this form all day and now I've nearly forgotten my name. Do you have to fill out this report too?" the SS-man says to you in German. You don't understand the SS-man, so you just smile. He continues: "Have you lost your language? Oh yes, you're a damned prisoner! Where did you get these uniforms?" He takes his gun out and attacks you. Immediately move other agents here. If you die here, read Mission failed 2. (Test icons: purple fighting icon and five red skulls.)
  • Garage cable test (card with cables): "To fix the car, you need to connect both ends of the marked cables to the battery. To do so pass the test [Dexterity] [shield] [shield] [red skull] to take the item with the number whose digits are the marked cables' numbers, read top-to-bottom on F card. Leaving this location card resets the test. Do not browse available items. If the chosen item is not the car, return it and pass the test again."

Exit

Exit location cards are lettered A to F on the face ("A-B-C-D-E-F").

  • Exit - B (card face): titled "Attack", with a set of four coloured token icons.
  • Exit - C (card face): titled "Convince", with a green square token icon.
  • Exit - D, E, F (card faces): red no-entry sign; D and E carry the text "Except moving to D" / "Except moving to E" (see below).
  • Unlettered text card (53), entry: "As you approach the exit gate in the car, you see two guards inside a gatehouse. They also see you: you cannot turn back. The barrier is down: you'll need either to convince the guards to open it or to overpower them."
  • Unlettered text card (54): "On the desk, you find a piece of a map. Take item 798." (Desk picture.)
  • Convince test: Yellow speech-bubble icon with five shields. "You need to succeed in one round, otherwise the SS-men will recognize something is wrong and will attack you, in which case move to B. After convincing the guards, take item 272."
  • Fight: "You engage in a fight with the guards. They are on cards D and E. You have to immediately move the agents to these cards. If at any round one of the non-defeated guards was not engaged in a test with at least two agents, this guard takes his time to carefully shoot and wound (1 [heart icon]) a random receptacle on the other card. Keep this card (B) revealed for the duration of the fight. After the fight is over, reveal F."
  • Exit - D and E (locked): "Except moving to D." / "Except moving to E." with a red padlock; a purple fighting icon with three shields and four red skulls.
  • Unlettered text card (55), after the guards: "After killing the guards, you open the gate. You need to leave quickly before anyone notices. Take item 272."

Gaps

This is an image-only fan scenario with no text layer. The text above was transcribed from page images and OCR, and the following limits apply:

  • Image limit: the page images could not all be re-viewed. Several card-back and text pages were read by OCR only and their wording is not checked against the image. Affected: the Base and Preparation text (pages 2 to 4, OCR), and the mission/Bob story cards.
  • Item faces not read: 14, 17, 25, 28, 159, 164, 181, 189, 272, 294, 299, 343 (the text cards name these items; their faces were not transcribed), and 548 (face not read).
  • Plan cards: the Preparation step says "Lay down the Plan cards" (plural); only Plan 1 was located.
  • Earlier-run passes: the Appellplatz, Camp gate, Kitchen, Block 18 and Block 25 text cards were transcribed from page images viewed earlier in this run; those images could not be re-checked after the image limit was reached, so spot-check them against the physical cards.
  • Character stats printed on the character cards were not legible enough to transcribe and are omitted.
  • Lettered text cards: many text cards are unlettered in the scan; they are numbered here for reference and must be matched to the physical cards.
  • Credits page (p. 62) is omitted by policy.
  • Icons: icon names are the descriptions used above (e.g. "red skull", "shield", "[Dexterity]"); the source is picture-based.
  • Unlettered text card (9): "If you have [green token], reveal G instead. Through the gate, you return to Auschwitz I. Return [grey square], take [kitchen-type token]."
  • Locked guard cards (red padlock on each): each is passed as a test, then the agent leaves the camp.
    • "I report 4 prisoners in a Rollwagen kommando to take the trash." The guard looks at you with one eye. Pass: [Charisma] [shield] [shield] [shield] to leave the camp: return [inner-camp token], take [item icon], and remove this card from the game for the rest of the run.
    • "The prisoners from the kommando of Walter are leaving to build barracks." you tell the guard. Pass: [Charisma] [shield] to be allowed to leave the camp. Then, return [inner-camp token], take [item icon] and remove this card from the game for the rest of the run.
    • "SS-Hauptsturmführer Kreuzmann has asked me to repair his car. He gave me the keys" you say at the gate, showing the keys [yellow-square icon]. Pass: [Charisma] [shield] to be let to leave. Remove this card from the game for the rest of the run.
    • "You start playing and singing 'Vorwärts! Vorwärts! schmettern die hellen Fanfaren'. The guard looks at you with an annoyed look. Pass: [Dexterity] [shield] [shield] [shield] [time icon] to be allowed to leave the camp, then return [inner-camp token], take [item icon], and remove this card from the game for this run. 'The camp band to accompany Auschwitz II builders reports for duty!' You shout while passing the gate."
  • Unlettered text card (14): "You give the Stubendienst the bread from Ferdynand. 'Oh, thank you!' the inmate exclaims as his eyes grow bigger. He takes the loaf and immediately starts eating it. Later, he says with a full mouth: 'Thank you, you have to be a good guy. Ferdynand told me about you...' 'You see, there is a Polish organization in the camp. It's mostly about helping one another, but may also help you all, if you know what I mean.' 'But first, you'll need to help us. Near block 15, there is a mailbox: take its contents and bring them to Tomasz in block 25: he'll help you in your plan.' Take item 343."
  • Unlettered text card (28): "You can see various valuables there: rings, money, even a diamond somewhere. 'Please don't sell me out, I stole these fairly from the SS office.' 'Here, take this bagel, and don't let anyone know what you saw here.' Take 1 [food]."
  • Unlettered text card (29): "You give the radio transmitter to Tomasz (lose item 28). He is very happy. 'Thank you so much!' he says. 'It's exactly like the one I had dreamt about. Polish Underground State is grateful for your donation.'"
  • Unlettered text card (30): "You give Tomasz the letters. 'Ferdynand told me about your plan. It can work, but be careful.' he says. 'We have a small organization here that Ferdynand is a part of, helping various fellows. As you escape, I'd like to ask you for a favour for the Polish Underground State: pass this to Albin Skroczyński in Warsaw. He'll know what to do with it.' Take Item 723. 'Also, I have something that may help you in your plan.' Take Item 25."
  • Unlettered text card (31): "'By the way, you haven't seen a radio frequency power amplifier lying around somewhere, have you? I must have lost it somewhere, haha.'"
  • Unlettered text card (37): "'Yes, that's my father! My name is Stanisław Gustaw' you reply. 'Right, you look alike. I am Ferdynand. I met your father during the Siege of Warsaw. He was a fine man.' 'There are rumors going around in camp' he adds after a moment of hesitation. 'that you are planning an escape: you should be more secret about it! But don't worry: I won't call you out. Actually, I can help you, but you'll need to help us first.' 'Near block 15, there is a mailbox: take the contents and bring them to Tomasz in block 25: he'll give you some help.' Take item 343."
  • Unlettered text card (38): "Using the crowbar, you can try to open the hatch. To do so, pass: [Dexterity] [shield] [shield] [shield] [shield] then take item 299."
  • Unlettered text card (39): "You tell him that you don't know who he is talking about. 'Ah, that's a pity. He was a fine man.' he says." "'I see that you're not busy today: may I ask you for a favour?' 'There is a prisoner in block 18, who's having a hard time dealing with the camp life. I managed to set him as a cleaner there, so that he does something easy today, but I think he's barely alive.' 'Could you pass this bread to him?' Take [black square icon] and 1 [food icon]."
  • Unlettered text card (47), SS-man at desk: "You see an SS-man sitting at the desk. If you don't have [green square icon], reveal F. If you do and Kazimierz is here, reveal G, else reveal H."
  • Wardrobe (card): "To search the wardrobe, pass: [Dexterity] [shield] [shield]. Then, take item 189."
  • Desk (card): "Take item 634 and [blue icon]." (The card face is labelled "block 3 - block 28".)
  • Unlettered text card (48): "I am tired of all these new forms that Kreutzmann is asking us to fill out. I've been working on these documents so long I've nearly forgotten my name. Do you also have to do these reports?" the SS-man asks you. "Luckily, I was spared" Kazimierz responds shortly and you promptly leave, to not raise attention.
  • Unlettered text card (49): "What are you doing here? Inmates are not allowed here!" the SS-man yells at you. He throws you out of the building, beating you up with a stick. At the end of the current round, you have to close this location and open a different one. Roll the Time Captain die as usual. Everyone loses 1 [heart icon].
  • Unlettered text card (52), radio part: "After glancing through the drawer full of screws and bolts, you find a piece of a radio. Take item 28."